Jan 23, 2019
PUBG: BATTLEGROUNDS - Hawkinz


Hey Everyone,

We’re already a month into the launch of Vikendi and we’ve been poring over the data and community feedback about our latest map. On top of loot balance changes, we’re introducing some great new content to Vikendi as well including a new weapon, vehicle, attachment, and the long-awaited Moonlight weather setting for Vikendi. There are also some great quality of life updates and bug fixes, so dig in below to check out all the changes!

Thank you for all of your bug reports and feedback while this update was on the test server. With your help, we identified and resolved many bugs to improve the rollout and overall experience of Update #25.

* Due to critical issues negatively impacting gameplay, we've made the difficult decision of removing the Snowbike from Update #25. The Snowbike won't be added to live servers until these issues are resolved.

New Weapon: Bizon

Added new SMG weapon- the Bizon
  • Bizon is an SMG exclusive to Vikendi and Erangel
  • Uses 9mm ammunition and holds 53 rounds by default
  • Can only take muzzle and sight attachments
    • Does not take grips or magazines
New Attachment: Canted Sight

  • Added Canted Sight as a new attachment
    • Canted sight is a new scope for weapons with a secondary scope slot
    • ALT + Right click toggles between equipped sights
    • Canted sight can be used with
      • AR - Beryl M762, AKM, AUG, M416, Mutant, QBZ, SCAR-L, G36C
      • DMR - SLR, Mini14, Mk14, QBU, SKS
      • SR - AWM, M24, Kar98k
      • SMG - UMP, Vector, Bizon
      • Shotgun - S12K
      • LMG - M249
    • The main scope you see when you aim will be different depending on which slot you attach the canted sight and scope
      • If you equip Canted Sight only, your primary sight will be the Canted Sight.
      • If you equip Canted Sight after scope, your primary sight will be your scope.
      • If you equip scope after canted sight, your primary sight will be the Canted Sight.
  • With the Canted Sight update, the weapon's position and view of angle might feel slightly different than before while in ADS. However, any features which might affect gunplay, such as scope's position in ADS, FOV, and recoil, were not changed.
  • Players using ‘Hold to ADS’ will be unable to switch to the Canted Sight while ADS due to conflicting keybindings (Alt + RMB). If you’re using ‘Hold to ADS’, we recommend changing the key binding for the Canted Sight hotkey
New Vehicle: Snowbike
Due to critical issues negatively impacting gameplay, we've made the difficult decision of removing the Snowbike from Update #25.

The Snowbike won't be added to live servers until these issues are resolved. We apologize for any disappointment caused.

World

  • Added new weather setting on Vikendi
    • Moonlight: Although the setting is at night, the big glowing super moon and bright aurora borealis will help you to detect enemies
    • Added 'secret location` to Vikendi
Gameplay
  • We have decreased the damage transferred to helmets and vests
    • This means your armor can sustain more damage before being destroyed
    • Damage given to the player will remain the same
    • The previous damage calculation used to transfer 100% of damage to the armor durability
  • Modified the damage system of throwable weapons
    • Damage and effects are now applied correctly to players hiding behind very small obstacles such as thin poles
  • Trajectory guideline is now shown properly until the throwable weapon leaves a player’s hand
  • Reduced the delay when opening a parachute
    • This will make players able to change directions much earlier
  • Vikendi -  Bluezone Modifications
    • Bluezone will be generated further away from the center
    • Damage of the last zone has been increased
  • Vikendi - Item spawns have been modified
    • Decreased the number of SMGs and increased the number of ARs
    • Decreased the number of DMRs
      • SR rate remains the same
    • Reduced the number of LV3 helmets and vests
    • Balanced the spawn ratio of attachments
    • For full details, please refer to 'Dev Letter: Vikendi Item Spawn Rebalance'
  • Improved the colorblind implementation for blood, reticles and care package smoke
    • The colors have been changed to better suit players with color blindness

Custom Match
  • Added Vikendi to the custom match options
    • Vikendi is available on Normal mode, Zombie mode, War mode, and War mode: Conquest
    • Esports mode for Vikendi won’t be available on release and will be implemented at a later date
    • Known issue: Motorbikes are not spawning on Vikendi in custom matches
  • Improved and added new observer features
    • Improved damage indicator UI


    • This feature is ON by default and can be toggled with Alt + D.
    • The enemy's nickname, team logo, damage amount and direction will be displayed once the player receives enemy damage
    • If there is no team logo, the team color and number will be displayed instead.
    • When taking damage from multiple players, the UI will display a maximum of 3 player names which will disappear gradually.
    • The direction of the damage source will be displayed in the center of the screen
      • Hit direction is displayed with a directional red radial hitmarker pointing to the North, East, South or West.
    • A unique icon will appear when players are headshot.
    • The damage indicator UI will display if damaged by the following:
      • Gun/Melee/Punch/Zombie Punch/Frag/Molotov
  • Improved multiple kill message UI
    • Added a new animation and visuals
    • Player name and kill count will be displayed
  • When a player gets a certain number of kills
  • When a team gets a certain number of kills

  • Improved care package item list
    • Added a background to the inventory list of care-packages to increase the visibility of item list

Replay
  • The replay version has been updated and replays recorded prior to Update #25 will no longer be playable

Performance
  • Vikendi - Optimized performance by modifying the number of footprints shown around the player
  • Improved frame drops in the lobby and inventory.
Survivor Pass: Vikendi
  • You can now redeem all “drop in supply” rewards at once
  • You can now redeem all claimable rewards from the pass reward screen at once
    • Click "Claim All" on the lower left to receive all claimable rewards
  • Changed the number of times you can swap daily missions from 1 to 3 missions per day
  • High difficulty mission balance
    • Adjusted several highly difficult missions from daily and weekly mission lists
    • Missions that had previously been announced are excluded from the balancing
UI/UX
  • Improved team invite settings and status system
    • You can now control where you receive invites from by using the team invite settings
      • Receive All: Accept team invites from all players
      • Friends Only: Accept invites only from players added to your friends list
      • Block All: Block all team invites
    • You can also set your status to online or offline from the friend system menu
      • If you are set to offline, your status will be shown as offline to all other players, and you will not receive team invites
  • Deleted the new item notice marker from the left menu of the items page on the store menu
  • When selecting 'new' in the sorting tab on the items page, crates will have priority over individual items if they share the same release date
  • Improved UI widget visibility, which is located on the bottom center of the game screen
  • Added additional game options
    • Added an option to set default firing mode for weapons
    • Added a keybind option for (Alt + Right Click by default) Canted Sight, a new attachment
    • Added a keybind option (J by default) to inspect your weapon
  • Purchase failure message will pop up when a purchase fails due to a Steam issue
 
Skins & Items
  • Added BattleStat weapon skin

  • With a BattleStat weapon skin applied, the number of players killed with that weapon is recorded/displayed on the skin.
    • Press J in-game to instantly view the number of kills made with that weapon.
  • The tag [BATTLESTAT] appears in front of the item's name, and the number of kills made with that skin can be seen in the weapon skin page's preview screen as well
  • Kills are recorded only when the original owner of the skin is using the skin
    • If a player other than the skin's owner picks up a weapon with the BattleStat weapon skin applied to it, the panel that shows the number of kills will be locked and new kills will not be recorded
    • The panel is also locked where the owner of the BattleStat item is unclear, such as in the marketplace or store.
  • The item can be traded in the marketplace, and once ownership goes to a different player, the number of kills recorded on the skin will be reset.
  • The count will be reset if you exchange the weapon skins for BP
  • Added 'EAST ERANGEL POLICE CRATE' as a new crate
    • This crate can be unlocked using the East Erangel Police Key
    • The '[BATTLESTAT] Industrial Security - AKM' item can be gained from the 'EAST ERANGEL POLICE CRATE' at a very low chance
    • Drop rates of each item for the 'EAST ERANGEL POLICE CRATE' ar as follows:


The composition of random crates and their drop rates have been adjusted with the addition of the EAST ERANGEL POLICE CRATE.
  • Added 2018 Fall crate as a random crate
  • Random crate drop rate


Item grades for event items have been adjusted so they have a more appropriate value
  • Item settings have been changed so they can be exchanged for the appropriate amount of BP according to their grade
Bug Fixes

General
  • Fixed the issue with explosion sounds of throwables not being played at a certain distance
  • Fixed an issue where the character model did not rotate while using Hold to ADS in TTP mode.
  • Fixed an issue where the character model did not rotate while using healing items.
  • Fixed an issue which caused the firing mode to automatically switch to single after being set to full-auto.
  • Fixed an issue where players could exceed their maximum inventory capacity by rapidly picking up items.
  • Fixed an issue preventing a message from being displayed when adjusting an item quantity to pick up as another player takes the item stack
  • Fixed an issue where a full ammo stack would be picked up even if the quantity was adjusted
  • Fixed an issue with fully-loaded guns which caused them to unload all bullets after firing 1 round
  • Fixed an issue which caused the displayed ammo count to change to an incorrect amount
  • Fixed an issue which prevented the head from leaning left with the body when using the Canted Sight
  • Fixed suppressed Bizon sounding identical to the suppressed Vector
  • Fixed an issue where the Bizon firing and reload sounds could be heard from further distances than intended
  • Fixed an issue which prevented players from receiving grenade damage or effects behind small objects
  • Fixed an issue where throwables were not dealing damage to certain vehicles
  • Fixed an issue where players could bandage while on a motorbike submerged in water
  • Fixed the issue of only changing the POV of third person when pressing ALT key while moving the screen
  • Modified blood effects not working properly in certain service modes.
  • Fixed an issue where emote wheels were sometimes shown differently in in-game and out-game
  • Fixed an issue where you could occasionally hear a footstep when the UZI was empty
  • Fixed an issue where care packages would sometimes dig into the ground and before coming back up when landing
  • Fixed an issue with vehicle locations sometimes being shown differently
  • Fixed an issue where a teammate’s UI was still being shown even if they left the game before the match started
  • Fixed an issue where the kill feed would sometimes not show properly when a player was downed/killed by fists
  • Fixed an issue where a character would sometimes not use health items if the key is pressed during melee attacks
  • Fixed an issue where the nickname and report message was sometimes not showing when spectating a player driving a vehicle.
  • Fixed an issue where the camera sometimes showed the opposite direction when in death cam/replay
  • Fixed an issue where the 'No throwables' UI message was sometimes being shown when the unequipped throwable weapon was selected [using smart key/use designated weapon key]
  • Fixed an issue where the motorbike engine would sometimes not turn off after the player has left the vehicle
  • Fixed an issue where a character was sometimes not able to loot even though they had the space to
  • Fixed an issue where the scooter would sometimes shake severely when in spectator/deathcam/replay
  • Fixed an issue where item use was sometimes interrupted when the crouch/lean key was pressed when crouch/lean and change seats are set to the same key
  • Fixed an issue where a player’s character would sometimes not receive damage when the character left a vehicle at the right moment while crashing onto an object
  • Fixed an issue where you’d sometimes see a flickering afterimage when coming out of ADS mode with a scope attached in FPP
  • Fixed an issue where a vehicle would sometimes disappear when a player exits the client and re-enters the game while in the vehicle
  • Fixed an issue where the lobby screen was not always shown properly in 32:9 resolution
  • Fixed an issue where characters would sometimes have an excessive amount of instantaneous velocity when a character and vehicle collide with each other
  • Fixed an issue where the lobby screen would sometimes overlap each other when in low FPS
  • Fixed an issue where the weapons UI would sometimes overlap if you promptly change weapons twice
  • Fixed an issue where the marker would sometimes not be removed using 'Delete' key in Spectate mode
  • Fixed an issue that sometimes caused the rear wheel of the motorbike to lift up easily and flip over when lowering speed and changing direction
  • Fixed an issue where doors could sometimes be opened from an unreachable distance in TPP mode
    • Doors will now only be opened when in reachable distance
World
  • Fixed an issue with certain stairs in Cosmodrome which players were able to see through
  • Fixed an issue which could cause grenades to deal damage through floors in certain buildings on Vikendi
  • Fixed an issue where vehicles could get stuck on a certain structure in Erangel
  • Fixed an issue where boulders in a specific area could not be seen from far distances on Erangel
  • Fixed an issue where bullets only went through one side of the fence on a certain bridge in Sanhok
  • Fixed an issue where objects in a certain location on Sanhok were missing
  • Fixed an issue where characters could pass through or get stuck in a certain structure in Sanhok
  • Fixed an issue where characters could pass through the ground in a certain location in Sanhok
  • Fixed an issue where characters could not get up when close to a specific boulder in Sanhok
  • Fixed an issue where characters could go through or get stuck in a certain location in Vikendi
  • Fixed an issue where bullets would not go through a certain fence in Vikendi
  • Fixed an issue where items could not be picked up from a specific location in Vikendi
  • Fixed an issue where characters could open doors from behind the wall of a certain structure in Vikendi
  • Fixed an issue where foliage in certain areas would look like they are floating in Vikendi
  • Fixed an issue that footprints would not be displayed when you jump and move on the snowfield in Vikendi
PUBG: BATTLEGROUNDS

PlayerUnknown's Battlegrounds may not be the most popular game in town these days, but PUBG remains a hot commodity, with more than a million people playing it daily according to Steam. Over the past year, Bluehole has added three new maps, the latest being the snow-covered landscape of Vikendi.

Performance has changed for the better since Early Access, and the 144fps framerate cap is now a thing of the past. With new maps and engine updates, we felt it was a good time to update all of our benchmarks. 

Provided you're not trying to run at ultra-high resolutions and maximum quality, PUBG's system requirements aren't too bad. The minimum GPU recommendation is a GeForce GTX 660 2GB or Radeon HD 7850 2GB, but you can get by with less—just not at a smooth 60fps. CPU requirements are even more modest, with Core i3-4340 / AMD FX-6300 listed as the minimum. In testing, all of the current CPUs and GPUs can deliver playable performance, though you'll want to tune things for your hardware. If you're in any doubt, check out our best graphics card guide for more.

Quickly running through the features checklist, Battlegrounds has plenty of graphics options, and it checks most of the right boxes. Resolution support is good, and aspect ratio support works properly in my testing, with a change in the FOV on ultrawide displays. There's also an FOV slider, but that only affects the FOV if you're playing in first-person perspective.

Some items have been fixed over the past year, like the removal of the framerate cap. Modding support remains the only missing item, and that's officially out—not that there aren't plenty of unauthorized hack mods floating around, though PUBG has been quite active about banning cheater accounts.

Fine tuning PUBG settings

I tested performance with the various presets, along with each setting set to minimum, and compared that with the ultra preset. The RX 580 8GB and GTX 1060 6GB end up performing quite similarly in most cases.

The global preset is the easiest place to start tuning performance, but you'll probably want to tweak things to find a better balance. Going from the ultra preset to high will boost performance about 30 percent, the medium preset runs 45-55 percent faster than ultra, the low preset will boost performance 65-75 percent faster, and the minimum very low preset runs nearly twice as fast.

Most competitive players will run with the very low preset, but with view distance at ultra. If you're hoping to tweak the individual settings to better tune performance, I did some testing to see how much each setting affects framerates using the ultra preset as the baseline. I then dropped each setting down to the minimum (very low) setting and to measure the impact.

Screen Scale: The range is 70-120, and this represents undersampling/oversampling of the image. It's like tweaking your resolution by small amounts, but I recommend leaving this at the default 100 setting and changing your resolution instead. Using 70 can improve performance by around 45 percent.

Anti-Aliasing: Surprisingly not a major factor, but this is because Unreal Engine requires the use of post-processing techniques to do AA. If you want better AA, you could set screen scale to 120 to get a moderate form of super-sampling. Going from ultra quality AA to very low quality AA has a negligible impact on performance.

Post-Processing: A generic label for a whole bunch of stuff that can be done after rendering is complete. This has a relatively large impact on performance—going from ultra to very low improves framerates by 10-15 percent.

Shadows: This setting affects ambient occlusion and other forms of shadow rendering, and going from ultra to very low improves performance by 15-25 percent depending on your GPU.

Textures: Only a minor impact on performance, provided you have enough VRAM. Dropping from ultra to very low increases framerates by 3-5 percent.

Effects: This setting relates to things like explosions, among other elements. THis is the single most demanding setting in the game. Dropping to very low improves performance by up to 25 percent.

Foliage: Given all the trees and grass, you might expect this to have a larger impact on performance, but I only saw a 1 percent difference after setting it to very low.

View Distance: This appears to have a greater impact on CPU performance than on graphics performance, so if your CPU is up to snuff you can safely set it to ultra. Even on a Core i3 system, dropping to very low only made a 3 percent difference in framerates.

Motion Blur: There's a reason this is off by default, right? Spotting enemies while moving around is more difficult with motion blur enabled. But if you like the effect, turning it on causes about a 3 percent drop in framerates.

Sharpen: Sort of the reverse of motion blur, this is also off by default. Enabling it had no measurable impact on performance.

If you're looking to be more competitive, turning post-processing, shadows, effects, and motion blur to minimum can improve framerates by around 75 percent. That can make it easier to spot enemies as well, though it won't necessarily help you aim any better.

MSI provided all of the hardware for this testing, mostly consisting of its Gaming/Gaming X graphics cards. These cards are designed to be fast but quiet, though the RX Vega cards are reference models and the RX 560 is an Aero model.

My main test system uses MSI's Z370 Gaming Pro Carbon AC with a Core i7-8700K as the weapon of choice, with 16GB of DDR4-3200 CL14 memory from G.Skill. I also tested performance with Ryzen processors on MSI's X370 Gaming Pro Carbon. The game is run from a Samsung 850 Pro SSD for all desktop GPUs.

MSI also provided three of its gaming notebooks for testing, the GS63VR with GTX 1060 6GB, GE63VR with GTX 1070, and GT73VR with GTX 1080. The GS63VR has a 4Kp60 display, the GE63VR has a 1080p120 G-Sync display, and the GT73VR has a 1080p120 G-Sync display. For the laptops, I installed the game to the secondary HDD storage.

PUBG Vikendi GPU benchmarks

For the benchmarks, I've tested 1080p at the very low, medium, and ultra presets, along with 1440p and 4k at ultra. Some people will want to run at minimum graphics quality, except for the view distance, to try and gain a competitive advantage. It looks ugly, but it may be easier to spot people hiding in the grass or shadows. Performance should be very similar to the very low results. I've also tested 720p very low on integrated graphics solutions.

Starting at 1080p very low, which is close to what most competitive streamers use, the CPU limits performance to around 200fps, with minimums well below that mark. AMD GPUs appear to have an even lower maximum level of performance, as the Vega cards both fall behind the GTX 1070.

For budget GPUs, the GTX 1050 and above manage 60fps averages, but the RX 560 comes up short. The integrated graphics solutions also fail to break 30fps at 1080p, though the Ryzen 5 2400G and its Vega 11 GPU do manage reasonable performance at 720p. Intel's HD Graphics 630 meanwhile still only averages 23fps at minimum settings, though resolution scaling might help a bit.

1080p medium drops performance on the mainstream cards by about 20-25 percent, though the faster GPUs are still closer to CPU limits. AMD GPUs still underperform a bit, though the RX 590 does come out ahead of both 1060 cards. The RX 570 4GB and above all break 60fps, but with occasional dips below that mark.

Moving up to 1080p ultra drops performance by 35-40 percent relative to medium quality. Most mainstream and above cards are playable, though you'd have to adjust a few settings on the GTX 1060 and RX 570/580 to hit 60+ fps. The GTX 1070 and above average well above 60fps, but the RTX 2070 and above are needed to get minimums above 60.

1440p ultra continues the downward trend in performance, and now only the GTX 1080 and above average 60fps, while the RTX 2080 Ti is the only GPU to keep minimums above 60. The Vega cards move up the charts a bit, likely thanks to their higher memory bandwidth. Alternatively, dropping the settings a few notches will get most of the midrange and above GPUs above 60fps.

4k ultra is still brutal, with only the RTX 2080 Ti breaking 60fps, but still with dips below that. For competitive reasons, playing at 4k isn't generally recommended. Even with the fastest PC around, you'd be better dropping to 1440p.

PUBG Vikendi CPU performance

What about the CPU side of things—how many cores does Battlegrounds need to run properly? I've used the RTX 2080 for all of these tests in order to create the biggest difference in CPU results you're likely to see. (Yes, the RTX 2080 Ti would increase the gap even a bit more, but that's a bit excessive for most gamers.)

At the very low preset, the fastest CPU is about 40 percent faster than the slowest CPU. 1080p medium reduces the margin to 30 percent, and at 1080p ultra it's a 20 percent difference. At 1440p ultra and above, it's mostly a tie between all the CPUs, though minimums do show a bit more variance.

So CPU performance does help, but only with an extremely fast CPU. Of course, if you're doing other things while playing PUBG (like livestreaming), you'd want a more potent CPU than the i3-8100.

PUBG Vikendi notebook performance

Shifting gears to notebook testing, the mobile CPUs aren't able to keep the GPUs fully fed with data at 1080p low and 1080p medium. The result is that the GTX 1060 desktop GPU is able to outperform even the GT73VR, particularly when it comes to minimum fps. Once we move to 1080p ultra, the mobile 1080 is at least able to move into third place, but in games that are less CPU limited I've seen the GT73VR outperform even the desktop 1080.

I suspect the newer 6-core mobile CPUs would help eliminate the performance deficit, but the desktop chips still clock 20-30 percent higher at stock. If you have a higher resolution mobile display, you could probably play at 1440p high or medium and still get good performance, but frequent dips in framerate remain a problem.

PUBG closing thoughts

The past year of updates has made benchmarking PUBG a bit less of a pain in the ass, thankfully. With the replay feature, it's now possible to run the exact same test sequence on each GPU and CPU, which is what I've done for these updated results. Of course, the replays do expire each time a significant update to the engine comes along, which is relatively frequent, but I was able to get all of the testing done within a period of several days.

With multiple maps now available, I've checked performance on all of them. In general, it doesn't matter which map you're on, as performance is generally similar. There are of course areas within each map that are more demanding, but overall framerates are relatively consistent across the various landscapes.

Thanks again to MSI for providing the hardware. All the updated testing was done with the latest Nvidia and AMD drivers in late December 2018, Nvidia 417.35 and AMD 18.12.3. (RTX 2060 was tested with its launch drivers in January.) While previously Nvidia GPUs held a clear advantage, things are far closer these days, and really you can play on just about any decent graphics card with the right settings.

For competitive players looking for optimal performance, the best results typically come with everything at minimum quality except for view distance. Or you could turn down just post-processing, shadows, and effects and get close to the same performance.

Bluehole continues to add to Battlegrounds, but Unreal Engine is pretty well tuned at this point. We likely won't see massive changes in performance going forward, and the game runs well on a large variety of hardware. The Vikendi map on the other hand is new enough that further tweaks to the level could improve performance, particularly when it comes to minimum fps.

PUBG: BATTLEGROUNDS - Valor


Hello everyone,

It's already been a month since we released our snow-themed map, Vikendi. First of all, we'd like to thank you for all the feedback on the new map. We’ve seen a lot of praise for Vikendi, from the visuals, to the map layout, to the tracking aspect and we’re thrilled that so many of you are enjoying what we consider to be our best map to date. During this time, we’ve also been collecting your bits of feedback, analyzing in-game data, and making our plan for the best way to address it all. Now that the snow dust has settled, it’s time for us to unveil our findings and plan for Vikendi.

Adjusting balance is a critical task that can greatly impact the game, so thorough review and detailed analysis of feedback in crucial, especially with such new content. Even though changes aren’t always made immediately, the dev team continuously reviews possible improvements based on your feedback.

As a result of these analyses and reviews, we’re deploying a rework to the item spawn balance on Vikendi based on your feedback and our internal data. In this dev letter, we'd like to share more details about our initial design intentions as well as information on the adjusted loot spawn rate that is planned to deploy to the test server later today.

*The modified ratios will first be applied to the tests servers on 1/22 PDT.


Original intention of the Vikendi item spawn balance
When we first designed Vikendi, our goal wasn’t to just have the same characteristics as every other map and just add snow, but rather to pursue the core elements that make PUBG fun. In other words, the ultimate goal is to make each map distinct while maintaining a balance between survival and combat throughout different environments, thus offering a wide variety of experiences to our players.

Vikendi was specifically designed with a focus on SMGs, and maximized their usability. Statistically, the spawn rate of SMGs and SMG attachments were set so they would spawn at a 7:3 ratio to ARs. This was so players could quickly arm up for combat and still allow players with SMGs to fight players with ARs on equal footing by having sufficient attachments and ammunition in early-stage combat.


Details on Vikendi item spawn rebalancing
As stated before, Vikendi was designed to focus on SMG gunplay, so our loot solution isn’t to just flood the map with ARs and call it balanced. Rather, we’ll be introducing our new SMG, the Bizon, while significantly reducing the spawn rate of the Tommy Gun. However, we understand that ARs are strong and versatile guns in the current state of PUBG, so we’ll also be boosting the AR spawn rate a bit so they don’t feel so rare. You can see our spawn balance plans for these guns below.

    Decreased SMGs, increased ARs
    • AR (Total) | +20%
    • Bizon | +New Weapon
    • Tommy Gun | -52%

In addition to the loot changes above, we are also increasing the spawn rate of some SMG attachments so that SMGs can still be highly effective in the early game, while remaining a solid choice mid to late.

    Decreased DMR, Maintaining the number of SR
    • DMR (Total) | -16%

DMRs are arguably the most powerful weapon in PUBG and it is no exaggeration to say that they have high utility value on the wide open snow planes of Vikendi. Therefore, with the increase in AR spawns and with the intention to try and keep close range combat a staple of Vikendi, we’re slightly decreasing the amount of DMR spawns. Sniper Rifles will maintain their current spawn ratio.

Increased 4X scopes


<Indicator on scopes acquired in the first circle per map, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>

We’ve also received feedback that we should increase the spawn rate of high powered scopes. However, especially with the increase in ARs, we’d like to keep the rate of high powered scopes where they’re at for now. As an alternative, we are increasing the spawn rate of 4X scope spawns to improved medium range combat situations while not warping the maps focus on short ranged fights.

    Decreased level 3 helmets
    • Lv3 Helmet | -49%
    • Lv3 Armor | -36%

One factor that received a lot of varied feedback was the addition of Level 3 Helmets to the world loot tables instead of just in crates, making them significantly more common on Vikendi. The level 3 helmet is the only thing that can block a map-spawned SR from killing you with a single headshot, so it makes sense that the decision to make them a world spawn item was met with both equally positive and negative responses.

With the helmet being available within the map, there were fewer cases of players dying from a single sniper shot. However, towards the end of a game a large amount of surviving players would be wearing level 3 helmets. Both sides of feedback in mind, we’re taking a middle-of-the-road approach and keeping level 3 helmets a world spawn for now, but cutting their drop rate in half. We’re also lowering the spawn rate for the level 3 military vest by 36% to better balance out all level 3 equipment. We’ll monitor these changes and keep a close eye on how they impact all phases of the game.


<Indicator on helmets acquired in the first circle per map, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>


Additional feedback showed that backpacks needed to be a little more common throughout the map, while certain SR/DMR attachments were dominating loot locations too much. The original intention of the Dev team was to let players use their weapons immediately when they looted them by making sure attachments were in abundance, since SRs and DMRs are so rare on Vikendi. With all the changes this patch, we wanted to also reduce these attachment drop rates and watch the new loot ecosystem for a while. Each has been adjusted as indicated below.

    Increased backpacks, decreased SR attachments
    • Backpacks | +11%
    • SR (muzzle, magazine) | -40%


<Indicator on backpacks acquired in the first circle per map, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>


<Indicator on SRs and DMRs acquired in the first circle per map, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>


<Indicator on SR and DMR attachments acquired in the first circle, 12/24/2018 ~ 01/05/2019, Bold bar in Graph: Item Drop Rate / Light bar: Item Pick-up Rate>

We’re thrilled so many of you have been willing to share your Vikendi feedback with us. We know these adjustments sometimes aren’t as fast as you’d like, but we hope you understand that many factors go into the decision to make changes like this. Our next step is to define and reinforce the characteristics that make each map unique and special using many of the same methods we used here. As always, we thank you for taking the time to send us your feedback and are looking forward to your thoughts on the new balance changes. Jump into the test server, play a few matches, and let us know how it feels!

Thank you.
--The PUBG Team

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Ollie Toms)

Keeping track of the vast array of guns in Playerunknown’s Battlegrounds is one of the largest contributors to the game’s steep learning curve. PUBG features nearly forty guns to choose from, each with specific stats relating to damage, range, recoil, bullet drop, and much more – and that’s not even considering the enormous range of attachments you can use to augment all those weapons.

In our PUBG weapons guide, you’ll find a comprehensive overview of every weapon in PUBG, from bogstandard pistols and SMGs to coveted air drop-only weapons like the AWM and the M249, and even map-exclusive variants such as the G36C and the QBZ. You can take a look and find the stats of each weapon, as well as our personal opinions on how the guns perform under different circumstances. You’ll also find a handy table of attachments at the bottom of the page.

(more…)

Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

Don’t be scared. It’s OK. I’ve got you. Hold my hand. Tighter. Come on. We can do this together. You and me. Lets… Steam Chart.

(more…)

Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

A lot of people first discover this Pulitzer Prize-winning* column via the Steam pages for their favourite games, and it’s always a pleasure to welcome in new readers to RPS’s most respected feature. So if you’re new, welcome! Please settle in and find out why Steam Charts is the industry’s most respected and revered games journalism.

(more…)

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Ollie Toms)

One of the most challenging aspects of Playerunknown’s Battlegrounds, for new and experienced players alike, is keeping track of the vast array of guns to choose from, how they differ from one another, what attachments you can equip onto each weapon, and whether anything has changed since the last time you played. PUBG features nearly forty guns to choose from, each with specific stats relating to damage, range, recoil, bullet drop, and much more. It’s a hell of a learning curve, no matter whereabouts you find yourself on it.

But that’s where our PUBG weapons guide comes into play! Below, you’ll find a comprehensive overview of every weapon in PUBG, from bogstandard pistols and SMGs to coveted air drop-only weapons like the AWM and the M249, and even map-exclusive variants such as the QBZ and the G36C. You can take a look and find the stats of each weapon, as well as our personal opinions on how the guns perform under different circumstances. You’ll also find a handy table of attachments at the bottom of the page. Aren’t we the best?

(more…)

PUBG: BATTLEGROUNDS

We've become pretty used to hearing about major ban waves from PUBG, and it seems even professional players are getting caught out, as PUBG Corp has punished a further 12 pros for either cheating or allowing their teammates to cheat.

The first part of the purge, which began in December, turfed out four pros along with over 30,000 other players. This latest development bans a further 10 pros for cheating, and suspends another two from competitive play "on the grounds that they were fully knowledgeable about their teammates' using an unauthorized program during PUBG Europe League Qualifiers". That brings us to 16 pro players affected in total.

The six players who used the cheating program in professional matches are receiving a three year suspension from competition, while the four who used it only in public games get the slightly lighter punishment of two years. Sans Domicile, a European team which had four members involved in the cheating, has lost its Contenders League spot and can only re-join subsequent events once it has an entirely new roster.

Read more…

PUBG: BATTLEGROUNDS

On December 19 of last year, PUBG Corp began "a global investigation on all the currently active professional PUBG players to uncover any potential in-game bans related to the use of unauthorized programs on their accounts." As a result, four players—Cuhris, Liammm, DevowR, and Tefl0n—were banned from competitive play on December 31. But the pro ban wave wasn't over.

Earlier this week, PUBG Corp announced that 12 more players have been added to the list. Four players are accused of cheating during public matches, and will each receive two-year suspensions from competition. Six players are accused of cheating during competitive play, and will each receive three-year suspensions from competition. Two of the players identified did not cheat, but PUBG Corp says that they're also being slapped with three-year suspensions "on the grounds that they were fully knowledgeable about their teammates’ using an unauthorized program during PEL Qualifiers."

Those suspended for using an 'unauthorized program' in professional matches are:

  • Papaya
  • Cabecao
  • swalker
  • zuppaa
  • Houlow
  • sezk0

Those suspended for using an 'unauthorized program' in public matches are:

  • Avalon
  • Smitty
  • TEXQS
  • S1D

The last two, THZ and Fr_Steph, are accused of knowingly allowing Sans Domicile Fixe teammates Houlow and sezk0 to cheat during professional matches. "We believe that condoning the cheating activities of teammates to share the common benefit should be as severely punished as performing the activities itself," writes PUBG Corp in the announcement.

"In the future, before any official esports competition, all participating players will go through a comprehensive background check on all their accounts, and any player with incriminating evidence of having used an unauthorized program will be suspended and prevented from competing," says the developer.

Sans Domicile Fixe has lost its Contenders League spot, because all of its players have been suspended. However, "the organization will be permitted to join any subsequent events with an entirely new roster, since we have no suspicion the organization was aware of the cheating activities by the players."

Red Diamonds can compete so long as player S1D is replaced, and Pittsburgh Knights may compete if TEXQS is replaced. 

Jan 8, 2019
PUBG: BATTLEGROUNDS - Valor


Hey Survivors,

Update 24 brought brand new ways to play PUBG with Vikendi, a new vehicle, and a new weapon, but it also brought a better way to share those experiences with the world. The new PUBG Replay Editor is now live and gives players the tools they need to turn the automatically saved replays of their games into dynamic video clips that let you show off the action of your matches in a way simply recording the screen never could. Adjust camera angles, apply special effects, and export your creations for easy sharing. Just how much can you adjust? Well, the new Replay Editor was used to capture the footage for our Official Vikendi In-game trailer, linked below.

https://www.youtube.com/watch?v=hfjazBN0DwA

In this article, we’re going to show you how to use the new editor functions as well as some of the quick keys that make navigating much easier.

First, you’ll need to open a replay file from the in-game menu. Once inside the replay, you can open the timeline using the J key. Clicking on the Edit button at the bottom right will then start Replay Editor mode.




1. Key Frames

Key Frames determine where your editing actions begin.



When a Key Frame is generated, the current camera location is saved. When you press play, the camera will move between the saved Key Frames to create a camera path.



Markers and thumbnails will also be created on the timeline when Key Frames are applied, allowing you the ability to select your Key Frames easily.



(Located on the bottom left of the timeline: Add Key Frame , Delete Key Frame, Camera Path On/Off (from left to right))

If you want to check the camera’s current movement path, you can activate the camera path option after your Key Frames have been generated.



(How the camera path shape changes depending on the camera movement setting)

Key Frame properties include options such as skipping the current Key Frame section, setting the targeted player, and toggling curved or linear camera movement.


Skip
  • Set a key frame portion that you wish to exclude from the video play.

Camera (Free / Player / Follow)
  • The camera path set between Key Frames will be ignored if Player Camera or Follow Camera are selected for the current scene.

FOV (5~170)
  • Set the camera’s FOV

Target Player
  • Select the player you want the camera to target. If there is no set target player, the camera will move as you’ve directed between Key Frames.

Camera Move (Linear / Curved)
  • Select either linear or curved camera movement

Camera Direction (Blend / Fixed / Orient to Path)
  • The direction the camera faces has three different options:
    • Blend: The camera faces the direction it was looking when the Key Frame was created
    • Fixed: maintains the direction set when the key frame was added
    • OrientToPath: The camera will face the direction of the camera path

Replay Speed (0.25X ~ 2X)
  • You can adjust the playback speed of the current Key Frames to speed up or slow down the action.


2. Effects

Effects are used to retouch you replay footage.



The Effect function can be found at the bottom of the Key Frame menu, and the dropdown menu there can be expanded to view all available options.



Depth of Field
  • Sets the camera depth of field.

Gaussian / Bokeh


Bokeh is specifically the out-of-focus areas of an image.


Gaussian blur is an algorithm to fog selected image areas, to hide details or make them look out of focus.

Color Grading (Bleach/Warm/Winter/Fall/Bleak/Horror/Sunset/Moonlight)
  • Sets the color tone of the screen

Bloom (1~100)
  • Adds a glow-like effect to lighting and gives sunlight or other bright lighting a more dramatic effect

Vignette (1~10)
  • Darkens the peripheral area around a designated spot in the center of the screen.

The Effects function includes settings frequently found in video editing software, but is simplified so that even those who have no prior knowledge of the effects listed above can apply them easily via the UI. More advanced users with their own editing software can apply their own effects once their clips have been exported.

Effects such as screen filters and vignetting effects are saved in the Key Frame, and whenever Key Frames are played, the saved effects will be applied.

The following images show a before and after of some Effect menu options:


(No effect)


(All effect - DoF, ColorGrading, Bloom, Vignette)


3. Export



The Export function extracts images directly from the game, based on the start and end of your generated Key Frame.



The biggest advantage to using Export over simple screen capture is it allows you to extract high quality videos with stable frame regardless of your computer specs, though hardware may still impact the time it takes to extract higher resolutions and frame rate clips.

Resolutions (Game Setting / HD / FHD / 4K)
  • There are a variety of higher resolution options, but higher quality may increase export time.

Frame Rate (18 / 24 / 30 / 60 / 120 / 150)
  • Lower frame rates will allow for a faster export speed and smaller file size.

Quality (Low / Middle / High)
  • You can choose the quality of the saved video.

Video Length
  • This displays the total length of the video.

File Name
  • You can view and edit the exported file’s name.


4. Quick Keys

We’ve added a number of new quick keys for convenience in the Replay Editor.

Save | CTRL+S
Export | CTRL+E
Apply (Key Frame Setting Panel) | ALT+A
Reset (Key Frame Setting Panel) | ALT+R
Cancel (Export Pop-up) | ALT+C
General view→ Move to Edit Mode | CTRL+J
Edit Mode → Move to General view | CTRL + Q
Hide UI during the edit mode | CTRL + U
Hide Timeline | J
Switch Character Spectate | B
Switch Camera View | SPACE

Replay Editor gives you more control over your PUBG clips and allows you to tell the story of your best matches in grand new ways. Use it from start to finish to create a sharable clip or drop your exported file into video editing software and add your own personal touches.

There are some bugs and known issues to work through and surely some more cool features that could be added, so your feedback on this system is greatly appreciated.

We’ve seen some amazing video creations already and are excited to see what these new tools allow you to create. Thanks and happy editing!
...